Directional Light
- Directional light - Sponza sample scene
9
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Shader "Custom/StandardAlphaBlended-VolumetricFog"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows alpha finalcolor:ApplyFog
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#pragma target 3.0
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#pragma multi_compile _ VOLUMETRIC_FOG
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#if VOLUMETRIC_FOG
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#include "../../VolumetricFog/Shaders/VolumetricFog.cginc"
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#endif
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sampler2D _MainTex;
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sampler2D _CameraDepthTexture;
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struct Input {
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float2 uv_MainTex;
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float4 screenPos;
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};
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void ApplyFog(Input IN, SurfaceOutputStandard o, inout fixed4 color)
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{
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#if VOLUMETRIC_FOG
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half3 uvscreen = IN.screenPos.xyz/IN.screenPos.w;
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half linear01Depth = Linear01Depth(uvscreen.z);
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fixed4 fog = Fog(linear01Depth, uvscreen.xy);
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// Always apply fog attenuation - also in the forward add pass.
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color.rgb *= fog.a;
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// Alpha premultiply mode (used with alpha and Standard lighting function, or explicitly alpha:premul)
|
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// uses source blend factor of One instead of SrcAlpha. `color` is compensated for it, so we need to compensate
|
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// the amount of inscattering too. A note on why this works: below.
|
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#if _ALPHAPREMULTIPLY_ON
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fog.rgb *= o.Alpha;
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#endif
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// Add inscattering only once, so in forward base, but not forward add.
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#ifndef UNITY_PASS_FORWARDADD
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color.rgb += fog.rgb;
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#endif
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// So why does multiplying the inscattered light by alpha work?
|
||||
// In other words: how did fog ever work, if opaque objects add all of the inscattered light
|
||||
// between them and the camera, and then the transparencies add even more?
|
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//
|
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// This is our scene initially:
|
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// scene |---is0---------------------------------------> camera
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//
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// And that's with the transparent object added in between the opaque stuff and the camera:
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// scene |---is1---> transparent |---is2---------------> camera
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//
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// When rendering, we start with the opaque part of the scene and add all the light inscattered between that and the camera: is0.
|
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// Then we add the transparent object. It does two things (let's consider the alpha premultiply version):
|
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// - Dims whatever was behind it (including is0) by OneMinusSrcAlpha
|
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// - Adds light inscattered in front of it (is2), multiplied by Alpha
|
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//
|
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// So all in all we end up with this much inscattered light:
|
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// is0 * OneMinusSrcAlpha + is2 * Alpha
|
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//
|
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// Judging by the diagram, though, the correct amount should be:
|
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// is1 * OneMinusSrcAlpha + is2
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//
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// Turns out the two expressions are equal - who would've thunk?
|
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// is1 = is0 - is2
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// (is0 - is2) * OneMinusSrcAlpha + is2
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// is0 * OneMinusSrcAlpha - is2 * (1 - Alpha) + is2
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// is0 * OneMinusSrcAlpha - is2 + is2 * Alpha + is2
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// is0 * OneMinusSrcAlpha + is2 * Alpha
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// I leave figuring out if the fog attenuation is correct as an exercise to the reader ;)
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#endif
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}
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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}
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ENDCG
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}
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FallBack "Standard"
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}
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145
Assets/Samples/Scripts/FreeCam.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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/// <summary>
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/// A simple free camera to be added to a Unity game object.
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///
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/// Keys:
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/// wasd / arrows - movement
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/// q/e - up/down (local space)
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/// r/f - up/down (world space)
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/// pageup/pagedown - up/down (world space)
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/// hold shift - enable fast movement mode
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/// right mouse - enable free look
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/// mouse - free look / rotation
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///
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/// </summary>
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public class FreeCam : MonoBehaviour
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{
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/// <summary>
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/// Normal speed of camera movement.
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/// </summary>
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public float movementSpeed = 10f;
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/// <summary>
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/// Speed of camera movement when shift is held down,
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/// </summary>
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public float fastMovementSpeed = 100f;
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/// <summary>
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/// Sensitivity for free look.
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/// </summary>
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public float freeLookSensitivity = 3f;
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/// <summary>
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/// Amount to zoom the camera when using the mouse wheel.
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/// </summary>
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public float zoomSensitivity = 10f;
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/// <summary>
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/// Amount to zoom the camera when using the mouse wheel (fast mode).
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/// </summary>
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public float fastZoomSensitivity = 50f;
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/// <summary>
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/// Set to true when free looking (on right mouse button).
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/// </summary>
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private bool looking = false;
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void Update()
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{
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var fastMode = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
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var movementSpeed = fastMode ? this.fastMovementSpeed : this.movementSpeed;
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if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
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{
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transform.position = transform.position + (-transform.right * movementSpeed * Time.deltaTime);
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}
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if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
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{
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transform.position = transform.position + (transform.right * movementSpeed * Time.deltaTime);
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}
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if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
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{
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transform.position = transform.position + (transform.forward * movementSpeed * Time.deltaTime);
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}
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if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
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{
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transform.position = transform.position + (-transform.forward * movementSpeed * Time.deltaTime);
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}
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if (Input.GetKey(KeyCode.E))
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{
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transform.position = transform.position + (transform.up * movementSpeed * Time.deltaTime);
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}
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if (Input.GetKey(KeyCode.Q))
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{
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transform.position = transform.position + (-transform.up * movementSpeed * Time.deltaTime);
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}
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if (Input.GetKey(KeyCode.R) || Input.GetKey(KeyCode.PageUp))
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{
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transform.position = transform.position + (Vector3.up * movementSpeed * Time.deltaTime);
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}
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if (Input.GetKey(KeyCode.F) || Input.GetKey(KeyCode.PageDown))
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{
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transform.position = transform.position + (-Vector3.up * movementSpeed * Time.deltaTime);
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}
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if (looking)
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{
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float newRotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * freeLookSensitivity;
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float newRotationY = transform.localEulerAngles.x - Input.GetAxis("Mouse Y") * freeLookSensitivity;
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transform.localEulerAngles = new Vector3(newRotationY, newRotationX, 0f);
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}
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float axis = Input.GetAxis("Mouse ScrollWheel");
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if (axis != 0)
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{
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var zoomSensitivity = fastMode ? this.fastZoomSensitivity : this.zoomSensitivity;
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transform.position = transform.position + transform.forward * axis * zoomSensitivity;
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}
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if (Input.GetKeyDown(KeyCode.Mouse1))
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{
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StartLooking();
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}
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else if (Input.GetKeyUp(KeyCode.Mouse1))
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{
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StopLooking();
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}
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}
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void OnDisable()
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{
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||||
StopLooking();
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}
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/// <summary>
|
||||
/// Enable free looking.
|
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/// </summary>
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public void StartLooking()
|
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{
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looking = true;
|
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Cursor.visible = false;
|
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Cursor.lockState = CursorLockMode.Locked;
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}
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|
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/// <summary>
|
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/// Disable free looking.
|
||||
/// </summary>
|
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public void StopLooking()
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{
|
||||
looking = false;
|
||||
Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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}
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}
|
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